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cheating for class its in blitz

Xboxerdude

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Jul 6, 2008
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;Collision Program
;Kevin AnusFart


;Sets the graphics
Graphics 800,600

SetBuffer BackBuffer()
AutoMidHandle True

SeedRnd (MilliSecs())

;loads the star background
backgroundimageCLOSE = LoadImage("stars.bmp")

;loads the other stars
backgroundimageFAR = LoadImage("starsfarther.bmp")





;sets up the the handles to appropiate key numbers
Const upkey = 200, downkey = 208, leftkey =203, rightkey = 205

;This sets the constants
Const movex = 5
Const movey = 5



;This sets up the type for the first enemy ship

Type enemyship
Field x,y
Field xv,yv
Field image
End Type


;this is the type for the explosion
Type explosion
Field image
Field frame
End Type

;this is the type for the player controlled ship
Type playership
Field x,y
Field collision
Field image
End Type

;this sets yp the first enemy ship in its starting position and sets its movement
Global enemy.enemyship = New enemyship
enemy\x = 400
enemy\y = 200
enemy\xv = Rand(-5,5)
enemy\yv = Rand(-5,5)
enemy\image = LoadImage("enemyship.bmp")



;loads the explosion image
Global ex.explosion = New explosion
ex\image = LoadAnimImage("explosion1.bmp",64,64,0,8)
ex\frame = 0


;this sets up the starting posistion for
Global player.playership = New playership
player\x = 400
player\y = 400
player\collision = 0
player\image = LoadImage("ship.bmp")

While Not KeyDown(1)
Cls

;Tiles the stars to move and overlap
TileImage backgroundimageFAR,0,scrolly
TileImage backgroundimageCLOSE,0,scrolly*2

;this is the paralaxing
scrolly = scrolly + 1

;This is also for the paralaxing
If scrolly >= ImageHeight(backgroundimageCLOSE)
scrolly = 0

EndIf

;sets up the hud
Text 0,20, "Collisions: " + player\collision

Text 0,40, "Player Ship X: " + player\x

Text 0,60, "Player Ship Y: " + player\y

Text 0,80, "Enemy Ship X: " + enemy\x

Text 0,100, "Enemy Ship Y: " + enemy\y


;initates enemy on wall funciton
testEnemyonwall()

;intiates testkeys function
testkeys()


;checks for the image over lap
If (ImagesOverlap(player\image,player\x,player\y,enemy\image,enemy\x,enemy\y))

;explode ship function
explodeship()

;dealy
Delay 50

;resets to next level
player\collision = player\collision + 1

player\x = 400
player\y = 400
enemy\x = 400
enemy\y = 200
enemy\xv = Rand(-5,5)
enemy\yv = Rand(-5,5)

EndIf

;moves the first enemy
enemy\x = enemy\x + enemy\xv
enemy\y = enemy\y + enemy\yv


;draws all of the images
DrawImage enemy\image,enemy\x,enemy\y
DrawImage player\image,player\x,player\y


;flip
Flip


Delay 20

Wend
End


;bounces the enemy's if they hit the wall
Function testenemyonwall()

If enemy\x < 0
enemy\xv = -enemy\xv
EndIf
If enemy\x > 800
enemy\xv = -enemy\xv
EndIf
If enemy\y < 0
enemy\yv = -enemy\yv
EndIf
If enemy\y > 600
enemy\yv = -enemy\yv
EndIf

End Function


;this is for controlling the ship using the arrow keys
Function testkeys()

If KeyDown(upkey)
player\y = player\y -movey
EndIf

If KeyDown(downkey)
player\y = player\y + movey
EndIf

If KeyDown(leftkey)
player\x = player\x - movex
EndIf

If KeyDown(Rightkey)
player\x = player\x + movex
EndIf

End Function


;this fucntion sets up the ship to explode
Function Explodeship()
ex\frame = 0

;this causes the ship[ to explode through the frames
While ex\frame <=7
Cls

DrawImage ex\image,player\x,player\y,ex\frame
Delay 50
ex\frame = ex\frame + 1
Flip
Wend
End Function
 
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